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public ArrayList<ArrayList<Tile>> board;

	/**
	 * 5 marks (Pass level)
	 * 
	 * Constructor: create a board of size rows x columns
	 * containing Tiles of different colours using the 
	 * random number generator as discussed in the assignment 
	 * specification.
	 * 
	 * Both rows and columns are going to be an integer > 0 and <= 1000.
	 * You can assume that rgen is going to be a valid Random object 
	 * (rgen won't be null)
	 * 
	 * You can look at the constructor for SimpleSameGame to get
	 * some ideas. To construct a Tile with a random colour, you
	 * can use.
	 * 
	 * Tile random = new Tile(colors.get(rgen.nextInt(colors.size())),1);
	 * 
	 * Remember that row 0 is the bottom-most row. 
	 * 
	 * @param rgen	  - the random number generator (non null)
	 * @param rows    - the number of rows on the board, 0 < rows <= 1000
	 * @param columns - the number of columns on the board, 0 < columns <= 1000
	 */
	public SameGame(Random rgen, int rows, int columns) {
		
		// do not modify the code involving the ArrayList colors 
		ArrayList<Color> colors = new ArrayList<Color>();
		colors.add(Color.decode(ColorDef.BLUE));
		colors.add(Color.decode(ColorDef.PURPLE));
		colors.add(Color.decode(ColorDef.YELLOW));
		colors.add(Color.decode(ColorDef.GREEN));
		
		// start writing your code here
		
		board = new ArrayList<ArrayList<Tile>>();
		for(int i = 0; i < rows; i++) {
			ArrayList<Tile> board2 = new ArrayList<>();
			for(int k=0; k<columns; k++) {
				int current = rgen.nextInt(colors.size());
				
				board2.add(new Tile(colors.get(current),1));
			}
			board.add(board2);
		}
	}
	
	/**
	 * 5 marks (Pass level)
	 * 
	 * Computes the score obtained by the user at the end of the
	 * game. The score for the game is the number of tiles that 
	 * the player manages to remove, so if the player removes 10
	 * tiles, then the player should receive a score of 10.
	 * 
	 * The ideal way to complete this method is by completing the 
	 * removeTile() method (e.g. by adding a point for each tile removed),
	 * but you should be able to obtain full marks even if you cannot
	 * implement removeTile() (see the JUnit test)
	 * 
	 * @return the score obtained by the user
	 */
	public int calculateScore() {
		
		// to be completed
	return 0;	
	}
	
	/**
	 * 5 marks (Pass level)
	 * 
	 * Returns an instance copy of the board. Do not return a reference
	 * copy since the calling method may modify the returned ArrayList.
	 * 
	 * @return an instance copy of the board
	 */
	public ArrayList<ArrayList<Tile>> getBoard() {

		// to be completed
		ArrayList<ArrayList<Tile>> instance = new ArrayList<ArrayList<Tile>>();
		for(int i=0; i<board.size();i++) {
			ArrayList<Tile> columns = new ArrayList<Tile>();
			for(int j=0; j<board.get(i).size(); j++) {
				columns.add(board.get(i).get(j));
			}
			instance.add(columns);
		}
		return instance;
	}
	
	/**
	 * 5 marks (Pass level)
	 * 
	 * Checks if row i column j is a valid index, that is, if there is a
	 * tile on that location. Return false if i and j does not
	 * correspond to a valid index, or if a null value is found at
	 * that location.
	 * 
	 * @param i - the row index
	 * @param j - the column index
	 * @return true if row i column j is a valid location that contains a Tile, 
	 * false otherwise
	 */
	public boolean isValidIndex(int i, int j) {
		
		if (i <0|| i>=board.size()) {
			return false;
		}else {
			ArrayList<Tile> _board = board.get(i);
			if(j <0|| j>=_board.size()) {
				return false;
			}
		}
		return true;
	}

	
	/**
	 * 10 marks (Pass level)
	 * 
	 * Checks if it is legal to remove a tile on row i column j. A tile
	 * can be removed if there is an adjacent tile with the same colour
	 * (please see the assignment specification for more information). 
	 * Return false if the location given is invalid. 
	 * 
	 * @param i - the row index
	 * @param j - the column index
	 * @return true if it is legal to remove the tile at row i column j, 
	 * false otherwise
	 */
	public boolean isValidMove(int i, int j) {
		
		if(!isValidIndex(i,j))
			return false;
		
		Tile c = board.get(i).get(j);
		Tile up=null, down=null, next=null, prev=null;
		
		if(i==0||i+1<board.size())
			down = board.get(i+1).get(j);

		if(i==board.size()-1||i-1>=0)
			up = board.get(i-1).get(j);

		if(j==0||j+1<board.get(i).size())
			next = board.get(i).get(j+1);
		
		if(j==board.get(i).size()-1||j-1>=0)
			prev = board.get(i).get(j-1);
		
		if (c==null) {
			return false;
		}
		
		if (prev!=null) {
			if (c.getColor()==prev.getColor())
				return true;
		}
		if (next!=null) {
			if (c.getColor() == next.getColor()) {
				return true;
			}
		}
		if (down!=null) {
			if (c.getColor()==down.getColor())
				return true;
		}
		if (up!=null) {
			if (c.getColor() == up.getColor()) {
				return true;
			}
		}
		
		return false;
		
	}
	
	/**
	 * 5 marks (Pass level)
	 * 
	 * Checks if the player has run out of moves, that is, if it is not possible
	 * to remove any more tiles from the board. Return true if there are no more
	 * tiles on the board.
	 * 
	 * @return true if there are no more valid moves, false otherwise
	 */
	public boolean noMoreValidMoves() {
		
		// to be completed
		int count=0;
		for(int i=0; i<board.size();i++) {
			for(int j=0; j<board.get(i).size();j++) {
				if(isValidMove(i,j))
					count++;
			}
		}
		
		return count==0;
	}
	
	/**
	 * 5 marks (Credit Level)
	 * 
	 * Imagine two rows of Tiles, 'bottom' and 'top', with 'top' placed on top of 'bottom'.
	 * 
	 * This method rearranges the two rows such that if there is an empty (i.e. null)
	 * slot in the 'bottom' row and there is a tile at the same index in the 'top' row, 
	 * then it will move the tile down to 'bottom' row (effectively you are copying
	 * the tile into 'bottom', and set the index to null in 'top').
	 * You are basically moving tiles downward, but only between two rows.
	 * 
	 * Don't do anything if the sizes of the two ArrayLists are not the same,
	 * or if one of them is null
	 * 
	 * @param bottom - the bottom row of Tiles
	 * @param top    - the top row of Tiles
	 */
	public void trickleDown(ArrayList<Tile> bottom, ArrayList<Tile> top) {
		
		// to be completed

	}
	
	
	/** 5 marks (Credit Level)
	 * 
     * Rearranges the board so that all tiles are moved downwards and all empty columns are
     * removed. 
     * 
     * You do not need to complete the deleteEmptyColumns() method to receive full
     * marks for this method as it will not be tested in the JUnit test for this method,
     * that is, the JUnit test for rearrangeBoard() will NOT test if your implementation
     * of rearrangeBoard() removes the empty columns.
     * 
     * However, a proper implementation of rearrangeBoard() SHOULD call deleteEmptyColumns()
     * (after you move the tiles downwards), so if you manage to implement 
     * deleteEmptyColumns(), you need to call that method in rearrangeBoard().
     * 
     * Hint: use the trickleDown() method (although you can also do it without
     * calling trickleDown(), but calling trickleDown() will make the code simpler,
     * albeit less efficient).
	 * 
	 * @param board
	 */
	public void rearrangeBoard() {

		// to be completed

	}
	
	/** 10 marks (Distinction Level)
	 * 
     * The following method removes all empty columns in the board. 
     * You MUST PASS testRearrangeBoard() before attempting deleteEmptyColumns, 
     * because the JUnit test will NOT directly test deleteEmptyColumns().
     * The JUnit test will call rearrangeBoard(), assuming that you have
     * implemented deleteEmptyColumns() properly and call it from rearrangeBoard().
	 * 
	 */
	public void deleteEmptyColumns() {

		// to be completed

	}
	
	/** 16 marks (High Distinction Level)
	 * 
	 * The following method removes a tile at row i column j from the board
	 * and all adjacent tiles of the same colour, as per the game rules
	 * (as discussed in the assignment specification).
	 * 
	 * The JUnit test suite will include one test that tries a large board
	 * (1000 x 1000) --- see testRemoveTileLarge. The removeTile method
	 * must finish within 10 seconds for you to pass this test (it is
	 * worth 5 marks)
	 * 
	 * Do nothing if the given row and column index is not valid, or if it
	 * is not legal to move the tile. 
	 * 
	 * @param i  -  the row index of the tile to be removed
	 * @param j  -  the column index of the tile to be removed
	 */
	public void removeTile(int i, int j) {

		// to be completed

	}
}
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